System and Method for Playing Trading Card Game

ABSTRACT

The following invention is a method and system for producing and using a trading card game that facilitates the learning of foreign languages. The cards comprise a bifold design that allows the display of the pronunciation, symbolic representation, and meaning of a foreign language character on a trading card. The card comprises a challenge element that permits the rules of the game to change depending on whether the user of the game correctly responds to the challenge element. Each card also comprises a unique identifying element that allows interface between the card game and a handheld electronic device. This allows high replay value for the trading card game while also enhancing the educational benefit of the game.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a system and method for using and producing trading card games that facilitate learning a foreign language. The invention may be used in combination with a device that can read data from the cards and incorporate the data into a software program that allows confirmation of the correct pronunciation of the foreign language or animation related to the content of the cards.

2. Description of Related Art

Trading cards for athletes and famous figures have a long history as a collector's item. A trading card collector would be motivated to collect the entire set, the rarest card, or the card that depicted the most famous athlete or most important historical figure. In the last two decades, trading cards have also become a popular method for playing games. Trading card games such as Magic: the Gathering®, Pokemon®, and Yu-Gi-Oh®, have become a worldwide phenomenon with millions of players and annual sales of over $500 million. A popular subject matter of these trading card games is science fiction and fantasy characters. The trading card games are played between two people who use a deck of collected cards according to the rules of the game. The game represents a battle between the characters on the cards. Certain cards are rarer than others, and usually, the rarer cards are more advantageous to win the game. Therefore, a large secondary market has sprouted where players can buy, sell, and trade rare cards for hundreds of times the cards' original purchase price. Although these card games are popular and entertaining, they lack any serious educational value.

Card games have been created before to help educate learners. In fact, flash cards are a common type of educational resource relied on by learners to memorize facts and to become proficient at learning math and language. One problem with flash cards is that they lack entertainment value for many students, who become bored quickly and quit using them.

Using flash cards for learning certain Asian languages that rely on non-phonetic characters, such as Chinese and Japanese, also presents another problem. This problem occurs because “learning” a character means memorizing four pieces of information: 1) the pronunciation, 2) the appearance, 3) the meaning (or translation), and 4) the phonetic representation. Because there are four pieces of information to memorize, and a flash card only has two sides, a single flashcard cannot be used which does not reveal more than one of the other pieces of information, and so cannot test a user on each aspect of the character. Additionally, flash cards cannot test a user on the correct pronunciation or allow the user to hear what the correct pronunciation sounds like.

So as to reduce the complexity and length of the Detailed Specification, and to fully establish the state of the art in certain areas of technology, Applicant(s) herein expressly incorporate(s) by reference all of the following materials identified in each numbered paragraph below.

U.S. Pat. Nos. 5,662,332 of Garfield; 8,020,873 of Kuneman; and 7,384,340 of Eguchi et al. generally disclose trading card games. However, these trading card games fail to incorporate any educational element. Specifically, these games do not require the card game player to have any knowledge beyond knowing the rules of the game. In this way, the games may be entertaining, but they do not teach anything, including a foreign language.

Another inventor attempted to address the problem of learning Asian characters on flashcards. As stated above, a single flashcard cannot display all of the relevant information to learning an Asian character while shielding the other information. One recent patent, attempted a solution that does not entirely address the problem, U.S. Pat. No. 5,525,060 of Loebner. Here, the patentee created a card that can be rotated between two states so that one card can show multiple pieces of information. This card fails to address how to test a user's pronunciation or allow a user to hear the correct pronunciation if the user is unsure how it sounds. Also, it lacks any entertainment or collecting value.

Applicant(s) believe(s) that the material incorporated above is “non-essential” in accordance with 37 CFR 1.57, because it is referred to for purposes of indicating the background of the invention or illustrating the state of the art. However, if the Examiner believes that any of the above-incorporated material constitutes “essential material” within the meaning of 37 CFR 1.57(c)(1)-(3), applicant(s) will amend the specification to expressly recite the essential material that is incorporated by reference as allowed by the applicable rules.

BRIEF SUMMARY OF THE INVENTION

The present invention provides among other things a system and method for an educational card game that is comprised of a plurality of bifold cards that each have four faces. The first face comprises a substantially similar appearance on more than one card of the plurality of bifold cards. The second face of more than one card of the plurality of bifold cards comprises a challenge element. The third face of more than one card of the plurality of bifold cards comprises an answer to the challenge element. Also, one of the faces of more than one card of the plurality of bifold cards may comprise a unique identifying element, or the unique identifying element may be embedded in at least one of the cards.

At least one of the bifold cards comprises a folded edge and that edge may be protected by a reinforcing material.

At least one of the faces of at least one of the bifold cards may also be displayed on a handheld electronic device.

The unique identifying element may be read by a handheld electronic device and, in response, the handheld electronic device may display content related to the card that had the unique identifying element read by the handheld electronic device. Also, the handheld electronic device may produce an audio pronunciation related to the card read by the handheld electronic device. The handheld electronic device may launch software to test a user's knowledge of the challenge element on the card which had its unique identifying element read by the handheld electronic device. Finally, the handheld electronic device may test a user's pronunciation of the challenge element on the card which had its unique identifying element read by the handheld electronic device.

The present invention also provides among other things a system and a method for printing a set of bifold cards each having four faces. The first face comprises a standard design that appears substantially the same on one card of the plurality of bifold cards. The second face of more than one card of the plurality of bifold cards comprises a challenge element. And, the third face of more than one card of the plurality of bifold cards comprises an answer to the challenge element.

Aspects and applications of the invention presented here are described below in the drawings and detailed description of the invention. Unless specifically noted, it is intended that the words and phrases in the specification and the claims be given their plain, ordinary, and accustomed meaning to those of ordinary skill in the applicable arts. The inventors are fully aware that they can be their own lexicographers if desired. The inventors expressly elect, as their own lexicographers, to use only the plain and ordinary meaning of terms in the specification and claims unless they clearly state otherwise and then further, expressly set forth the “special” definition of that term and explain how it differs from the plain and ordinary meaning Absent such clear statements of intent to apply a “special” definition, it is the inventors' intent and desire that the simple, plain and ordinary meaning to the terms be applied to the interpretation of the specification and claims.

The inventors are also aware of the normal precepts of English grammar. Thus, if a noun, term, or phrase is intended to be further characterized, specified, or narrowed in some way, then such noun, term, or phrase will expressly include additional adjectives, descriptive terms, or other modifiers in accordance with the normal precepts of English grammar. Absent the use of such adjectives, descriptive terms, or modifiers, it is the intent that such nouns, terms, or phrases be given their plain, and ordinary English meaning to those skilled in the applicable arts as set forth above.

Further, the inventors are fully informed of the standards and application of the special provisions of 35 U.S.C. §112, ¶ 6. Thus, the use of the words “function,” “means” or “step” in the Detailed Description or Description of the Drawings or claims is not intended to somehow indicate a desire to invoke the special provisions of 35 U.S.C. §112, ¶ 6, to define the invention. To the contrary, if the provisions of 35 U.S.C. §112, ¶ 6 are sought to be invoked to define the inventions, the claims will specifically and expressly state the exact phrases “means for” or “step for, and will also recite the word “function” (i.e., will state “means for performing the function of [insert function]”), without also reciting in such phrases any structure, material or act in support of the function. Thus, even when the claims recite a “means for performing the function of . . . ” or “step for performing the function of . . . ,” if the claims also recite any structure, material or acts in support of that means or step, or that perform the recited function, then it is the clear intention of the inventors not to invoke the provisions of 35 U.S.C. §112, ¶ 6. Moreover, even if the provisions of 35 U.S.C. §112, ¶ 6 are invoked to define the claimed inventions, it is intended that the inventions not be limited only to the specific structure, material or acts that are described in the preferred embodiments, but in addition, include any and all structures, materials or acts that perform the claimed function as described in alternative embodiments or forms of the invention, or that are well known present or later-developed, equivalent structures, material or acts for performing the claimed function.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

A more complete understanding of the present invention may be derived by referring to the detailed description when considered in connection with the following illustrative figures. In the figures, like reference numbers refer to like elements or acts throughout the figures.

FIG. 1 depicts all four faces of an implementation of a single bifold card in and unfolded position.

FIG. 2 depicts the preferred embodiment of all four faces of a single bifold card. This represents the front and back of a bifold card depicting a Mythoid in an unfolded position.

FIG. 3 represents a mystic gate type of card in open position with the back and front faces showing.

FIG. 4 represents a playing field in one embodiment of the invention. It illustrates one way that a user may set up his cards when playing the game.

FIG. 5 represents a perspective drawing showing the bifold card partially open so that only an outside face and an inside face are visible.

FIG. 6 represents a second perspective drawing showing the bifold card open so that only the two inside faces are visible.

Elements and acts in the figures are illustrated for simplicity and have not necessarily been rendered according to any particular sequence or embodiment.

DETAILED DESCRIPTION OF THE INVENTION

In the following description, and for the purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of the various aspects of the invention. It will be understood, however, by those skilled in the relevant arts, that the present invention may be practiced without these specific details. In other instances, known structures and devices are shown or discussed more generally in order to avoid obscuring the invention. In many cases, a description of the operation is sufficient to enable one to implement the various forms of the invention, particularly when the operation is to be implemented in software. It should be noted that there are many different and alternative configurations, devices and technologies to which the disclosed inventions may be applied. The full scope of the inventions is not limited to the examples that are described below.

I. Physical Appearance of the Cards

Implementations of the invention disclosed herein may be comprised of paper-stock cards with text and graphics printed on two sides. The cards fold in the middle resulting in a bifold card with two faces on the interior and two faces on the exterior.

FIG. 1 shows both the front and back sides of the card in the open position. The fold 120 is the edge where the card hinges between the open and closed positions. FIG. 5 shows the card in a partially open position. FIG. 6 shows the card in a more fully open position than FIG. 5. The card bends around fold 120 allowing a user to open and close the card to hide or reveal faces of the card as the rules of one embodiment of the game require.

Face A 100 appears substantially the same on all or some cards. When the card is in the closed position, this face is the only face visible to the user so that the user cannot distinguish this card from any other card in the deck. For rules of one embodiment of the game that will be discussed below, it is important that a user does not know what information is contained on the card in front of him. In FIG. 2, representing one embodiment of the present invention, face A 100 comprises the game's name 200 and the game's logo 205. Face A also may comprise a plain background, a repeating pattern, a graphic, text or the like.

Face B 105 comprises the challenge element 215. In the preferred embodiment, this face appears on the opposite side of the card from face A 100 when the card is in the closed position. A challenge element 215 is a type of graphic, number, symbol, word or the like that may be used as a prompt to elicit a response from a user. The nature of the elicited response will change the course of the card game. For example, in the preferred embodiment, the challenge element 215 is a Chinese character, although a character of another language may also be used. During the course of the game, the user may be required by the rules to pronounce the Chinese character. If the user pronounces the Chinese character correctly, he may continue his turn and battle his card against another card. If the user pronounces the Chinese character incorrectly, he may not be allowed to continue his turn, or may not be allowed to battle his card against another card. Instead of pronunciation, the card game rules may require the user to say the meaning, or translation, of the challenge element 215. In this way, the challenge element 215 allows for a trading card game which has rules that require a user to say the pronunciation or meaning of the challenge element 215 before using the card in the game. Correct pronunciation or translation of the challenge element 215 can be determined in a number of ways. First, the phonetic representation of the challenge element 215 is located on a different face of the card. The user may look at this other face after attempting to pronounce or translate the challenge element to verify if his pronunciation matches the phonetic representation. Alternatively, a second user of the game, or a teacher, could verify the correct pronunciation of the challenge element by the user. Thirdly, the present invention allows for interfacing with a handheld electronic device which can detect the challenge element 215 on the card (discussed below). The handheld electronic device may have a microphone which allows software to compare the user's pronunciation or translation of the challenge element 215, as detected by the microphone, with a database of correct pronunciations and translations of the challenge element 215. The software can then inform the user if he pronounced or translated the challenge element 215 correctly. The response to the challenge element 215 is not restricted solely to pronunciation as stated above. The response could also be writing out the Chinese element on a piece of paper or on the handheld electronic device, using the challenge element 215 in a sentence, translating the challenge element 215, or writing or saying any other information related to the challenge element 215 that may be elicited from a user.

Face B 105 also may comprise text and graphics related to the rules of one embodiment of the game discussed below. FIG. 2 represents one embodiment of the preferred invention. The challenge element 215 in this preferred embodiment is a Chinese character. Graphics may be depicted to represent a fantasy or science-fiction character or item 220 associated with the card. Other text and graphics may also be included on face B 105. By way of example, these can include the class of the card (discussed below), the elemental features of the card, the root radical associated with the card, the power, the defense, or any other text or graphics that relate to the card, the rules of the game, the challenge element, or the like.

Face C 110 comprises the answer to the challenge element 215. In the preferred embodiment, this answer would be the phonetic representation 240 and the English translation 245 of the Chinese character listed as the challenge element 215 on face B 105. However, the answer could be any information that a user of the card game could be elicited to respond when presented with the challenge element 215. Additional graphics or text may be represented on Face C 110 including additional features similar to the challenge element 215 that comprise graphics or text that provide additional tests for the language or subject matter prompted by the challenge element. For example, for a card that tests Chinese language, the challenge element 215 may be a Chinese character. In FIG. 2, the additional graphics or text on face C 110 may comprise one or more words composed with that Chinese character 250, or one or more sentences that are composed with that Chinese character 260. Other text or graphics may also appear on face C 110. By way of example, these can include the class of the card (discussed below), the elemental features of the card, the root radical associated with the card, the power, the defense, or any other text or graphics that relate to the card, the rules of the game, the challenge element 215, or the like. A unique identifying element may also appear on this face of the card. This is represented by a barcode 225 in FIG. 2.

Face D 115 may comprise text, graphics, or nothing at all. In the preferred embodiment, face D 115 comprises additional answers to challenges that appear on face C 110. In FIG. 2, the phonetic representations and English definitions of Chinese words from face C 110 appear in a box 275 on face D 115. Similarly, the phonetic representations and English definitions of Chinese sentences from face C 110 appear in box 280 on face D 115. Face D 115 may contain other graphics or text, but also may be blank.

II. Unique Identifying Element A. Location of Unique Identifying Element in or on the Card

One or more of the faces may also contain a unique identifying element. The unique identifying element may also be embedded in the card. By way of example and not limitation, the unique identifying element may be a barcode 225, RFID, QR code, serial number, an embedded computer chip, or any other device that allows a handheld electronic device to either visually or electromagnetically identify a card. This may include identifying the class of card (discussed below), the challenge element 215, the character located on the card, or any other information located graphically, textually, or otherwise on the card. The unique identifying element may also include information identifying that card uniquely from every other card produced whether visually identical or not. By way of example, the unique identifying element is represented as a barcode 225 in FIG. 2.

One possible method for using a unique identifying element is to interact with software located on an electronic handheld device. One such interaction is the ability to test a user of the invention on the user's ability to pronounce the challenge element 215 on the card. Another interaction is to play the audio pronunciation of the challenge element 215. This allows the user to hear the pronunciation of the challenge element 215 when practicing or to verify if he pronounced the character correctly during the course of the game. Other software features related to the unique identifying element's interaction with the handheld electronic device are detailed below in section B.

B. Interaction Between Unique Identifying Element and Handheld Electronic Device

Handheld electronic devices have several methods to read the unique identifying element. One such handheld electronic device is a smartphone with a video camera. Any other electronic device may also be used such as a laptop, PDA, tablet computer, handheld gaming system, and the like regardless of whether the device is handheld. Many smartphone applications use the video camera to read barcodes, QR codes, text, numbers, or graphics. For example, RedLaser®, an application for the iPhone® allows a user to read barcodes and QR codes. Writing software to read barcodes and QR codes is common in the field and may be adopted by one embodiment of this invention wherein the unique identifying element is a barcode 225 or a QR code in order to allow the trading cards to interface with a handheld electronic device. Another software program, WorldLens® uses the video camera of an iPhone® to translate text from one language to another in real time. This ability to recognize text, Optical Character Recognition (OCR), with a video camera is common in the field and could be adopted by this invention to read a unique identifying element in the form of text or numbers.

Once the software on the phone or other electronic device has identified the card that the user is attempting to read, certain features of the software may be used. For example, one feature of the software interaction with the trading card game is the ability of the software to judge if a user has pronounced the challenge element correctly. Software such as Nuance® and iPhone's Ski® both understand language dictated into a phone. This is done by matching the pronunciation of the spoken words against a database of pronunciations and matching the language spoken by a user against that database. This same type of software could be used to match the pronunciation of a user of the present invention against a database of correct pronunciations and determine if it was spoken correctly. The software could then alert the user that the pronunciation was correct or incorrect and then allow the user to play the game according to the rules wherein the game is played differently if the user pronounces the challenge element 215 correctly or incorrectly.

In addition to checking a user's pronunciations, the software could have many other features. One feature would be to use the touchscreen capabilities of the handheld electronic device to have the user write the challenge element 215. As above, the software could determine if the user did the action correctly and then alert the user if it was correct or incorrect. Another feature of the software could be to play an educational game related to the challenge element 215. In this way, the trading card game could have limitless variety and much greater replay value because the user of the trading cards could simply scan in the trading cards, and play games to help them learn whatever topic is comprised by the challenge element.

III. How to Play Mystic Gate A. Overview

In general, trading card games usually involve two cards “battling” at any one time. Typically, a card game user wins a battle based on the elements of luck, strategy, and the power points associated with each card. In the present invention, knowledge of the challenge element 215 is an additional element to allow a user to win a battle.

In the preferred embodiment, the challenge element 215 is a Chinese character. The ability of a user to identify, pronounce, translate, or write the character is prerequisite to using the card in battle. For more advanced users, additional questions or challenges are also present on the cards which may require the translation of entire sentences or words, their pronunciation, identification, or writing before the card may be used in battle. This allows this invention to have high replay value and adjust to learners of all skill-levels. In the preferred embodiment, the additional questions or challenges allow the cards to be used by Chinese students learning English.

The object of the game is to reduce the opponent user's points to zero. If this happens, the user with points remaining wins the game. Each user begins with a certain number of points. Whenever a user loses a battle, they also lose a certain number of points, based on the gameplay. When the user's points are reduced to zero, they lose the game and the game is over.

In the preferred embodiment, each user begins with 10 points, however other embodiments may require that each user starts with some different level of points. These 10 points are correlated to a “mystic gate.” The mystic gate is a fictional term to denote the supernatural place of original existence of all things. It may be depicted as a black hole, a wormhole, a large gate, or some other similar object. The fantasy or science-fiction character on each card comes from this gate. In the preferred embodiment, these fantasy or science-fiction characters are called Mythoids. Mythoids are mythological creatures which serve as pets to the users. When the Mythoids attack the opponent user's mystic gate, the Mythoid self-destructs. In the typical attack on the opponent user's mystic gate, the gate will be damaged by one point, but other cards or game elements may modify this damage.

B. Card Types

Before detailing the specific mode of playing the preferred embodiment of the invention, this section will first detail the various types of cards and characteristics of those cards used for gameplay in the preferred embodiment. The present invention will use cards of various types of which the following types are examples.

1. Mythoid Type

The Mythoid type card is depicted in FIG. 2. A graphical representation of the Mythoid would appear in a central area of the card 220. Fictionally, in Mystic Gate, Mythoids are the main fighters of the game. In general, Mythoids have an offensive strength count, a defensive strength count, and a resource requirement. The strength count may be based on the strokes within the Chinese character in the challenge element 215 wherein the total amount of strokes is equal to the resource requirement. The defensive strength count is based on how many of the total strokes are contained within the radical. The offensive strength count is based on how many remaining strokes are in the Chinese character. For challenge elements 215 that are not Chinese characters, the offensive and defensive counts may be based on some other property of the challenge element, or may be predetermined before the card is printed and included in a text or graphical element of the card 230.

The Mythoid character cards come in several varieties. Here are five examples: (1) Regular Mythoid These are standard fighters. They are normally played face up in active position; (2) Shadow Mythoid: These are Myths that get stronger in Shadow positions; (3) Light Mythoid: These are Myths that get stronger in regular positions; (4) Heroic Mythoid: These are stronger Myths that defend and join with other Myths; (5) Demonic Mythoid: These are stronger Shadow Myths that can't be attacked as easily. Other varieties of Mythoid cards may be created that will integrate into the rules of the game.

a. Mythoid Zodiac Animal

In addition to the different varieties of Mythoid cards, each Mythoid is also associated with a Chinese zodiac animal symbol 235. The Chinese Zodiac are, in order of first to last, Mouse, Ox, Tiger, Rabbit, Dragon, Snake, Horse, Goat, Monkey, Chicken, Dog, and Pig. If the user who initiates the battle has the zodiac animal that precedes the defending Mythoid's zodiac animal by exactly one year, then the attacking Mythoid may skip the test phase of the battle.

Mythoids also have different positions, modes, stances, and combos. Different combinations of these attributes are states. For the preferred embodiment, Mythoids may have: two positions, active and rest; two modes, regular and shadow; three stances, single, leader and follower; and four combos, team, root, word, and other.

b. Mythoid Positions: Active and Rest

Active position is indicated by the card being placed in vertical position, face up, between the two players. Mythiods in active position may attack (thereafter entering rest position), block, enter leader position, enter shadow position, enter follower position, enter root position, enter word position, enter garrison position, be equipped, and perform other card effects as detailed on cards. Active position cards that enter Rest position may only return to Active position on the start phase of the following turn (unless special effects are in play). Other than the switches between Active and Rest positions, choosing to place a card in any other position may only be done once per turn.

The Mythoid card rest position is indicated by rotating the face up card slightly to clearly indicate that the Mythoid is no longer in active position. Mythoids in rest position are like those in Active position, except for they may not attack, block, dodge, enter leader position, enter follower position, or enter root position. They may enter shadow position, word position, enter garrison position, be equipped, and perform other card effects as detailed on cards.

c. Mythoid Modes: Shadow and Regular

Shadow mode may be combined with the above positions to give four possible mode-positions: shadow-active, shadow-rest, regular-active, and regular-rest. Regular-active and rest were described in part b above, so this section will describe the two mode-positions of shadow-active and shadow-rest. Shadow-active is indicated by the Mythoid card being in a face down vertical orientation between the two players. Mythoids can be played initially in shadow position irrespective of the user's level of resource. Alternatively, a user may move a regular mode Mythoid into shadow mode.

Shadow mode functions for surprise attacks & blocks. Cards in shadow-mode can be targeted for attacks only on a 50% chance basis. If the chance test fails, the attacker effectively misses the attack and then goes to rest position. Shadow mode cards can choose to block opposing attacks at a 50% chance basis. If the chance test fails, the attack continues to the original target.

Shadow cards are activated on 4 conditions: 1) being attacked, 2) choosing to block an attack, 3) choosing to attack, or 4) choosing to change modes. Resource requirement test will come into play when a shadow mode card is activated.

Under conditions 1-3, the Shadow card will be flipped over for the power level test and the attack is completed normally. After the attack, if the Shadow card was the victor, the player's current level of resource must be equal to or exceed its resource requirement in order to allow it to stay in play. If the required resource level is not available, the card is destroyed at this time.

Under condition 4, when a Shadow mode card changes into Regular mode, a player's current level of resource must be equal to or exceed its resource requirement in order to allow it to stay in play. If the required resource level is not available, the card is destroyed at this time. Under some circumstances, Shadow cards do not have to flip over if the battle requires no power comparison test (Example: Special attacks, attacks against resource, attacks against Mystic Gate).

Cards in shadow mode do not stand in the way of attacks to a player's resource or Mystic Gate. The Shadow mode card may choose to block at a 50% chance rate.

Shadow-rest position is indicated by moving the card into a face down and angled orientation clearly enough to indicate that the card is no longer in active position. A shadow-rest position card is played similarly to shadow-active and regular-rest positions.

d. States: Single, Leader, Follower

Cards may have three states: single, leader, and follower. The three states will be detailed in this section. A card in leader position is indicated by placing the card on top of follower cards. The leader may still function similar to an active card. Any card can become a Root leader or a Word leader. Only special cards can become another type of Leader (as detailed below).

There are four types of follower stances: team follower, garrison (building) follower, root follower, and word follower. A team follower is indicated by placing the card under a leader card, closely enough to where only the power levels of the Follower are shown below the leader card. These often give a benefit to the leader.

A garrison (building) follower position is similar to the follower position. It is indicated by taking a card and placing it under a building.

Root position is similar to the follower position. The follower cards always have the same root radical as the leader. This stance is indicated by placing the root card under the leader card, but still leaving enough space exposed at the bottom of the card to show the root radical. They can later be moved into active position when the player chooses to.

Finally, a word follower stance is indicated by placing the card in a group formation, whether vertical or horizontal, always adjacent in the order of the characters contained in the word or sentence. These cards fit together to spell out a word or sentence contained within one of the word combo cards.

2. Gate Type Cards

Gate-type cards add special effects or abilities to other cards or may change the rules of the game temporarily to make it easier for a player to win the game or a battle. A few examples of gate-type cards are Building Myth Cards: Played to stay on the field with some long term benefit or effect until attacked and destroyed; Enhancement Myth Cards: Equip to Mythoids to add strength or abilities—destroyed with Mythoid; Zone Myth Cards: Cards that create lasting effects that affect everything in play; cannot be attacked; Astrological Cards: Cards that create bonuses for special situations—function as additional zone effects, cannot be attacked.

3. Mystic Type Cards

Mystic type cards are used during the discard action. One example of one embodiment of a mystic type card is disclosed in FIG. 3. These cards create special actions 300 that change the rules of the game for one or more hands. For example, Morphing Myth Cards, One Myth can change into a new Myth based on same radical, year, or element basis; Portal Myth Cards, allows a user to look for a card from the user's deck, the opponent's deck, or the discard piles; Legendary Cards and Forbidden Cards, playable in rare circumstances and very powerful; Yin and Yang Cards, affect good or bad cards differently and may be used together for a combo effect; Mystic Gate Cards, create special effects that may deal with the Life Points of each user or may seal cards into protection; Cultural Cards, test a user's knowledge of Chinese culture. These types of cards are merely examples and not a limitation on the variety of cards in this category.

4. Root Radical Type Cards

In one embodiment of the present invention, the challenge element is represented by a Chinese character. Given that Chinese characters have “roots”, these “roots” have also been incorporated into the game. A root of a Chinese word is comprised of the main radical pertinent to the written form of the word. These “roots” are used in dictionaries to search for certain characters.

In Mystic Gate, root cards function as discardable Mythoids. When a root card is discarded or destroyed, it then activates its natural effect. It allows the user to search his deck for any card that has the same root as this card. The user may then bring that card to his hand.

5. Resource Cards

In one embodiment, Mystic Gate includes 10 resource cards. In this embodiment, resource cards are numbered 0 through 9, each identified by their Chinese character equivalent. Resource cards also have a Resource limit number shown somewhere on the card, for example, in the bottom left corner. In one embodiment, resource cards increase the resource limit by increments of 5. For example, Resource level one allows a limit of 5, while Resource level 2 allows a limit of 10. The resource limit amount governs what cards a user may play. For example, if the user wants to play a card with a cost of 9, the user will need to have a Resource level of at least 2 to permit the use of cards with a cost less than or equal to 10.

C. Game Setup

Game setup involves two users, each who possesses the present invention in the form of trading cards. In the preferred embodiment, each player constructs a deck of at least eighty cards. Fifty of the cards must be comprised of a combination of Mythoid cards, Building cards, and Mystic cards. Ten cards must be comprised of Resource cards. Ten cards must be comprised of Point cards. Eight cards must be Streak cards. Two cards must be Chance cards. FIG. 4 depicts a possible arrangement of the cards for the game setup.

D. Gameplay

Gameplay is commenced after game setup. One of the two users commences playing the game by performing one of the phases described below. The three phases are: (1) start phase; (2) myth phase; and (3) end phase. The phases are not necessarily constrained to any particular order. During these phases, the opposing player may also be able to perform other actions described below.

1. Start Phase

The start phase comprises one or more of the following actions: draw, increment resource level, discard, activate start phase effects, and switch stables out of rest position.

Draw comprises each user, at the start of his or her turn, picking up one card from the top of his or her deck and adding it to his or her hand.

Increment resource level comprises each player increasing their resource level by moving a resource card from the top of the resource card level deck to the bottom of the resource card level deck. Each player starts the game with zero resource represented by the zero resource card appearing face up on the top of the resource card deck.

Discard comprises a user selecting cards from his or her hand and placing the card in a discard pile. Discard may also take place during the Myth phase. A discarded card may be used as an additional resource card.

Activate start phase effects comprises using the special effects that certain cards may possess. Start phase effects are rule changes that appear on the face of certain cards and that may help the user of the card win the game more easily by temporarily changing the rules in favor of the user.

Switch stables out of rest position comprises moving cards that have been placed in rest position in a previous turn back into active position.

2. Myth Phase

The Myth Phase comprises, in no particular order, one of the following actions: (1) play cards within resource limits; (2) discard; (3) refresh; (4) activate Myth phase effects; and (5) declare battles.

Play cards within resource limits comprises a player playing a card which has a resource requirement equal to or lower than the resource limit determined by the currently active resource level card. After the player plays a card, the resource card is exhausted for that turn and the resource card is put into rest position.

Discard comprises a player selecting cards from his hand and discarding them. This may occur during the start phase or the Myth phase and the discarded card may be used as an additional resource card.

Refresh comprises a player removing cards from his or her discard pile to refresh, or change, the cards on the field. Cards may have different “costs” based on the type of the card refreshed. For example, buildings/zone cards cost 1 card to refresh; Mythoid cards cost 2 cards to refresh; Resource cards cost 3 cards to refresh; Drawing an additional card costs 4 cards to refresh; and Mystic Gate cards cost 5 cards to refresh.

Activate Myth phase effects comprises a user using different effects that are written on the different cards. These are temporary rule changes that may make it easier for a player to win the game.

Declare battle comprises a player using a Mythoid card in active position to engage in battle with an opposing Mythoid. The battling of Mythoids will be detailed below. After a battle, a Mythoid enters a rest position.

3. End Phase

The end phase comprises among other actions, the end phase effects. The end phase effects are rule changes or actions that appear on the face of some cards that change game play temporarily for one or more turns.

4. Opposing Player Phases

An opposing player may also engage in actions during each of the phases of the active player. These actions are called counters and numerous types exist. One example is the Mystic Counter. When a player activates a Mystic type card on their turn, the defending player may choose to do a Mystic counter. This involves a Chinese test and a Chance test. The Chinese test is based on the Mystic card being activated. If the Chinese test is passed, it moves on to the Chance test. The player with the Mystic card will hold 2 chance cards in their hand. The player activating a Mystic counter will call out their choice, “Yin” or “Yang”, and then they will select a chance card in their opponent's hand. If they chose the same card they called, the counter will be complete and the Mystic card will be discarded. Any effect will be negated. Any resource used to play such card will be refreshed. A chance test may also be used with other alternative methods such as a coin toss or a game of paper/rock/scissors.

5. Battling Mythoids A. Overview

In general battling involves one player, during their turn and during the Myth phase, selecting one of their Mythoids in the active position, selecting an opponent's Mythoid in the active position, and declaring an attack. Destroying a Mythoid takes two steps, 1) a successful power comparison test, and 2) a successful Chinese Test.

The result of a power comparison test is determined by a variety of factors. Each Mythoid is assigned a power level. Normally, just the base power levels will be compared. However, various factors, such as rule changes caused by playing other cards, may influence the power levels of the two Mythoids. If the attacker's power level is higher than the opponent's power level after any adjustments, the power comparison test is passed.

After a successful power comparison test, the game requires the user to pass a Chinese test. A Chinese test is one embodiment of a user response to a challenge element. In the presently discussed embodiment where the challenge element 215 is a Chinese character, the Chinese test comprises the user reciting the pronunciation, meaning, translation of the Chinese character. The Chinese test may also be based on the additional Chinese sentences and translations on Faces C and D 110 and 115. The Chinese test could also comprise drawing the Chinese character, reciting some fact about the Chinese character, or the like. Also, the Chinese test could comprise a user interacting with a handheld electronic device which has read the unique identifying element of one of the plurality of cards. These examples of the Chinese test are merely illustrative. For challenge elements 215 that are not comprised of Chinese characters, the Chinese test may be a test based on some characteristic of that challenge element 215. Then, the attacking Mythoid may destroy the opponent's Mythoid. If the Chinese test is failed, the attack fails and no damage is done to the defending Mythoid. The attacker will still go to rest position. After a Chinese test is failed against one Mythoid, that Mythoid is safe until the end of the turn and may not be attacked again until that time. On the attacker's following turn, the attacker may re-attack the Mythoid and reattempt the Chinese test. If he was able to remember the answer from last turn, he may have a successful second round. But if on the second round the Chinese test also fails, then once again the attack fails. Attacks will keep failing until the attacking player can pass the Chinese test. A Chinese test is used in the preferred embodiment of the invention which has challenge elements of a Chinese character. However, in other embodiments of the invention that rely on a different language, or a different challenge element, the test will rely on the topic of the challenge element.

B. Determining Power Levels

When one Mythoid is selected for battle against another Mythoid, the power levels must be compared to determine the winner. If a Mythoid is in the active position, its base power level is the same as the base offensive power level. If a Mythoid is in the rest position, its base power level is the same as the base defensive power level.

Base power levels may be increased or decreased by elemental bonuses or other card effects. The power level is the base level plus or minus all other effects. Therefore, in battle the power level of two Mythoids may be compared to each other to find the result.

In a simple example, two Mythoids battle and neither have any special bonuses. Therefore, the power levels are based on each card's offensive or defensive power level.

If the defender Mythoid is in active position, the attacker's offensive power level is compared to the defender Mythoid's offensive power level. If the attacker's offensive power level is greater than the defender's offensive power level, the attack may succeed. If the attacker's offensive power level is equal to the defender's offensive power level, the battle may result in both Mythoids' destruction. If the attacker's offensive power level is less than the defender's offensive power level, the attacker may die, but the defender may be sent into rest position. This is because the defender's active position allows it to do “retaliation damage” which qualified as “attack” or “usage” with sends the defender into rest position. Defender cards in active position naturally retaliate every time they are attacked.

If the defender Mythoid is in rest position, the attacker's offensive power level is compared to the defender's defensive power level. If the attacker's offensive power level is greater than the defender's defensive power level, then the attack may succeed. If the attacker's offensive power level is equal to the defender's defensive power level, the attack may result in a stalemate with neither Mythoid being destroyed, but the attacker may be sent to rest position. If the attacker's offensive power level is less than the defender's defensive power level then it may also result in a stalemate with neither Mythoid being destroyed, but the attacker may be sent to rest position. Defenders in rest position may not deal retaliation damage.

C. Elemental Types of Battling Mythoids

Mythoid cards may comprise an element graphic. This graphic assigns a certain element type to each Mythoid. Element type affects gameplay during battling Mythoids. Attacking Mythoids may receive attack bonuses based on elemental strengths and weaknesses. For example, a Mythoid with water as its attack element may show an attack bonus against fire types. The bonus may apply regardless whether the defender is in active or rest position. Conversely, the defending Mythoid does not receive a bonus. Elemental bonuses only apply to the attacking Mythoid. Elemental bonuses vary between allowing the attacking Mythoid to increase his attack by a multiple of two or three times the damage, or may also be a numerical bonus of various amounts. Element bonuses are applied last, after base attack has been increased or decreased. Multiplier bonuses are applied on the current attack level of the Mythoid after calculating all increases by other card effects. Flat bonuses are also applied after any other effect.

D. Combos

The preferred embodiment comprises three types of combos that affect gameplay: (1) team combo; (2) root combo; and (3) word combo. These combos are illustrative of the embodiment of the invention wherein the challenge element is a Chinese character. Other combos may be used for this and other embodiments.

1. Team Combo

Any cards in active position may be selected to be a part of a team attack. These may be done multiple times per turn as grouped by the player. The player executing the team combo will first select a team leader. All other team members become followers but will not be grouped behind the leader in any way. Each follower will be moved into rest position. For each follower moved into rest position, the team leader gains+3 attack bonus for that turn. The effect disappears in the end phase of the players turn.

2. Root Combo

Root position cards must have the same “Chinese root radical” as the leader. There are three ways to play a Root combo.

From the player's hand—If it is determined that within the player's hand reside at least two cards of the same root, the player may select one to be the leader and others to be the followers. Playing a Root combo from a player's hand allows a Resource bonus with a Resource cost. All followers played with the Leader cost no resource. But the Resource tier required for the Leader card must be used twice, therefore destroying that level of resource.

From the field—If it is determined that on the playing field reside at least two cards of the same root, the player may select one to be the leader and others to be the followers. Since resource has already been used, these have no special Resource bonus or Resource cost.

From hand to field—If a leader is already on the field, additional “same root” cards may be added to it from a player's hand. The player does not need to use resource for each card added to the Leader. If only one card is added, the Leader's resource tier is used. If two or more are added to the leader, then the Leaders resource tier is used twice and destroyed.

A Root Combo bonus may also be played. In the root combo bonus, each follower attached to the Root Leader will increase the Root Leader's attack and defense by 1 point. This is a continual bonus that lasts as long as the follower is attached to the leader. Root followers may not be targeted for an attack. When a root leader is targeted for an attack, and after power levels have been compared, a Chinese test will be applied as usual, but the object of the Chinese test switches from the Leader to the last follower in the chain attached.

If a successful attack is proclaimed against the leader and the Chinese test is failed against the follower, the attack fails and the Leader may not be attacked for the rest of the turn. If a successful attack is proclaimed against the leader and the Chinese test is passed against the follower, then only that follower is destroyed and another Chinese test is triggered on the next card in the chain (if there is another follower, the test continues to that follower, if the leader is the next card in the chain, then the test continues to that leader). If the attacking player is able to pass the next test, then the next card in the chain is destroyed. This process continues until either all of the cards in the combo are destroyed or the attacking player fails a test.

3. Word Combo

Word combos are formed when a certain card is selected as the “word card”. Any multi-character word or sentence is selected from within the word card's list of test words and sentences. After a word card is chosen, a leader card is then chosen. The leader may change as needed. At least two cards must be together to form a word combo. If a sentence is chosen for the combo, it is not needed for all the characters in the sentence to be played. Just a minimum of two adjacent characters allows for the creation of this combo. All word combo cards other than the leader function as the follower.

In word combos, the leader's offensive power level is increased by the offensive power level of all the follower cards summed together. Conversely, the leader's defensive power level is not increased by the defensive power level of any of the followers. Following cards within a word combo retain their individual defensive power levels. Following cards within a word combo give up all of their attack levels to the leader, thereby individually being reduced to zero attack.

When word combos are attacked, leaders are treaded as if in active position for power comparison tests unless they have attacked and entered rest position. Following cards are treated as if in rest position for power comparison tests. The attacking player may target any card within the word combo for an attack, but leaders may not be destroyed until all followers have been attacked.

When a follower is chosen for an attack, the attacking card's offensive power level is compared to the follower's defensive power level. If the attack will be successful, then a Chinese test must be passed based on the following card. If a Chinese test is passed, that following card will not be destroyed but rather be permanently placed in rest position. After all following cards are permanently placed in rest position, the attacking player may declare an attack on the leader.

The leader's attack is still the sum of its own offensive power level with all following cards' offensive power levels combined. The leader's defense is only its own defensive power level. Based on the leader's position, the final attack on the leader will be determined to be successful or not.

If it is determined to be a successful attack on the leader, then the final Chinese test for the whole word combo must be passed (rather than a test on the leader alone). This final Chinese test is based upon the word or sentence that was chosen for the word combo in play. Even if the combo was not fully completed for the word, the test is still the same. If the attacking player is able to pass the word test, the leader and all following cards are destroyed.

Layers of Battle:

The first layer of battle is the Mythoids. The second layer is composed of the Buildings. The Third layer is the Resource and Mythic Points. The fourth layer are all the ‘non-attackable’ cards which include, zone cards, enhancement cards, and others. Units in a higher layer become blocking obstacles protecting those of a lower layer. Units in rest position have no blocking function and can be ignored. Units in the second layer may not be attacked until there are no active units in the first layer. Units in the third layer may not be attacked until there are no active units in either the first or second layers.

IV. Manufacture

In the preferred embodiment of the present invention, the bifold cards are comprised of thick paper or plastic similar to regular playing cards that allow graphics and text to be printed on both sides. The cards may be comprised of a material other than paper or plastic as well if the material has the ability to be formed into a bifold card shape and allows the printing of text or graphics on the surface. The cards also may be formed by a lamination technique where multiple layers of paper, plastic, or the like are laminated together to form the cards. Some layers may form the core of the card, while others may form the printed surface and any additional coatings.

In one embodiment where the unique identifying element is a RFID or computer chip embedded in the card, the card may need to be made partially of multiple materials to allow proper functioning of the chip and to secure it property in the card.

In FIG. 2 the folded edge 120 may also need a reinforcing material made of paper, plastic, metal or some other material. The bifold cards are intended to be opened and closed many times and this area may be subjected to increased wear requiring a stronger material than the other areas of the card.

In the preferred embodiment of the present invention, the bifold cards are formed of thick paper and the folded edge has plastic adhered to the outside surface. 

I claim:
 1. An educational trading card game comprising: a plurality of bifold cards each having four faces, wherein a first face has a substantially similar appearance on more than one card of the plurality of bifold cards; a second face of more than one card of the plurality of bifold cards comprises a challenge element; and a third face of more than one card of the plurality of bifold cards comprises an answer to the challenge element of the second face of a same card.
 2. The educational trading card game of claim 1 wherein a face of more than one card of the plurality of bifold cards comprises a unique identifying element.
 3. The educational trading card game of claim 2 wherein the unique identifying element is embedded in at least one of the cards.
 4. The educational trading card game of claim 1 wherein at least one of the cards comprises a folded edge that is protected by a reinforcing material.
 5. The educational trading card game of claim 1 wherein at least one of the faces of at least one of the bifold cards is displayed on a handheld electronic device.
 6. A method for producing an educational trading card game comprising: printing a set of bifold cards each having four faces, wherein a first face of the four faces comprises a standard design that appears substantially the same on more than one card of the plurality of bifold cards; a second face of the four faces of more than one card of the plurality of bifold cards comprises a challenge element; and a third face of the four faces of more than one card of the plurality of bifold cards comprises an answer to the challenge element of the second face of a same card.
 7. The educational trading card game of claim 1 wherein at least one of the plurality of cards comprises a unique identifying element that is configured to be read by a handheld electronic device and prompt the handheld electronic device to display content related to the card comprising the unique identifying element that was read by the handheld electronic device.
 8. The educational trading card game of claim 1 wherein at least one of the plurality of cards comprises a unique identifying element that is configured to be read by a handheld electronic device and prompt the handheld electronic device to produce an audio pronunciation of the challenge element on the card comprising the unique identifying element that was read by the handheld electronic device.
 9. The educational trading card game of claim 1 wherein at least one of the plurality of cards comprises a unique identifying element that is configured to be read by a handheld electronic device and prompt the handheld electronic device to launch software that comprises a game to test a user's knowledge of the challenge element on the card comprising the unique identifying element that was read by the handheld electronic device.
 10. The educational trading card game of claim 1 wherein at least one of the plurality of cards comprises a unique identifying element that is configured to be read by a handheld electronic device and prompt the handheld electronic device to check a user's pronunciation of the challenge element on the card comprising the unique identifying element that was read by the handheld electronic device. 